Fourteen live classroom simulations on one engine. Students join on their phones in seconds, play three rounds against a real business model, and leave with evidence of what they learned.
Learn one game and you can run all fourteen. Only the decision screen and the model behind it change from course to course.
Open a game on the projector. Students scan, type a first name, and land in a team with a role.
Each round, teams make their decisions and predict their own result. A timer keeps the pace.
Results, a leaderboard and an event card that shocks the next round. Three rounds in all.
Podium, awards and debrief questions, then an 80–120 word reflection. Download everything as CSV.
The facilitator picks the mode before starting. Every game supports all three.
One decision per team. The Lead submits; the Analyst, Treasurer, Risk officer and Voice argue it through. Best for 20–60 students.
Every student runs their own company in the same market. Computer players fill empty seats, so it works with any class size.
Students decide individually inside a team. Team scores are the average, so you get teamwork and individual evidence.
Each game opens to a page for students (join with a code) and for the facilitator (console with a PIN).
Every game scores performance on the course KPI, resilience to shocks and stakeholder trust, plus a bonus for accurate predictions.
Facilitators can change the weights before play, and saying them out loud is itself a lesson in what an organisation values.